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Dragon age inquisition knight sorcerer how to get. Dragon Age: Inquisition specializations

In this guide, we will introduce you to some good builds for mages in the game. Most of these will be based on a specific specialization featured in the game.

It should be noted that magicians in the game series Dragon Age are almost the most interesting class and there are many reasons for this. Firstly, they have their own storyline related to the eternal confrontation between magicians and templars. Still, it is much more interesting to watch this confrontation when you are directly related to it. Secondly, the ability to combine different spells to obtain a unique effect. Thirdly, excellent visualization of magical techniques.

In the third part, the developers seriously worked on magicians; for example, they removed all their healing abilities and provided only eight slots for active skills. At first glance, many may think that this significantly reduces the number of possible builds, but in reality everything is different. The game features three basic, well-developed skill trees, each of which can be used to achieve different goals. Plus there are three more branches of specializations. As a result, you can create a huge number of combinations that can significantly change the magician's fighting style.

In this guide, we describe five different builds: two of them are based on basic skill trees, and the other three are based on specialization skills. To take full advantage of the build, that is, to unlock all the necessary skills, your hero must reach level eighteen.

Lord of the Underworld

Already from the name you can guess that this combination is based on the skills of the “Necromancer” branch. As a rule, magicians are considered dangerous fighters, capable of greatly harming the enemy with the help of powerful “spells” that hit the area. Necromancers are noticeably different from such wizards. The fact is that their attack spells do not deal damage immediately, but gradually (spirit mark or walking bomb), plus his main skills are based on control, and not on dealing huge damage.

Note: A controller is a character who can influence opponents, reducing their stats and controlling every move. For example, mages can frighten enemies, keep them in one place, or push them away from themselves.

With this build, you will not be able to support your companions, but you can seriously help them by controlling the enemy. For maximum effectiveness, your group should consist of two tanks that will protect you from enemies, and one damage dealer (preferably an archer). Thus, enemies simply will not be able to reach you, and in the meantime you will send various curses on them with impunity.

You should not give up the “step into the shadows” spell, which allows you to move away from the battlefield at a great distance. In battle, it is necessary to competently combine “spells” from basic branches that can cause damage in a certain area with the controlling abilities of the lord of the dead. In this case, you can deal with an entire crowd alone.

Skills used

The “Storm” branch - we open chain lightning, a flurry of energy, storm petrel, electrical conductivity and lightning. The first ability is effective against several monsters or people. When used, the caster releases electric charge, which deals damage to one enemy and then immediately transfers to others. It deals over two hundred percent of the damage of your main weapon.

Note: as you may have noticed, the damage of spells is not fixed, but directly depends on the characteristics of your weapon, that is, the stronger your staff, the more effective the abilities will be.

Thanks to the petrel, you can protect yourself from opponents who come too close to you, since this “passive” will hit them with lightning. The lightning spell can deal a lot of damage to a single enemy. In addition, it is capable of paralyzing the target for several seconds.

A great help in combat is a burst of energy that damages your enemies with elements. Works great against monsters with elemental weaknesses. But for this you will need to change staves in time. As for electrical conductivity, it increases the damage from all skills, but also spends a certain percentage of mana.

Branch “Underworld” - take sacrifice and flash. The second can inflict considerable damage on the enemy and cause him terror, while the first inflicts small damage across the territory. Note that eight slots may not be enough for all spells, so when more powerful abilities appear, you need to get rid of old ones. For example, you can remove the flash.

The “Winter” branch - opens a step into the shadows and an icy grip. For the first ability, you can unlock an additional skill called “Chilling Walk”. With the help of his grip, the magician is able to freeze the enemy, injuring him and preventing him from entering into battle. Particularly effective against fire demons of wrath. We already looked at another ability earlier.

Branch “Necromancer” - all abilities should be unlocked, plus secondary skills. Using “fear” you can force all enemies to run away in horror (works for six seconds). Thanks to the spirit mark, you can kill a strong enemy, since this “spell” deals enormous damage over twelve seconds. Plus, if a fighter dies while carrying the mark, a ghost will move into his body and he will become your ally. According to its principle of operation, the walking bomb is similar to the previous skill, it’s just that after death the enemy explodes, and it’s better not to ask what happens in this case to his companions.

The remaining abilities are passive in nature - they can increase the damage from all “spells” for a short period of time after killing the next monster or fighter, make it possible to suck the souls of the dead to raise your health level and reduce the parameters of enemies in a certain area. Using the haste ability, which works on concentration, the necromancer can speed up all his comrades and slow down his opponents.

Rift Maker

By developing a specialization called "Rupture Mage", the mage has access to incredible strong spells, causing damage in a circle of small diameter. With this build, you will not be able to control the enemy’s behavior as well as necromancers do, but you will have the opportunity to destroy large groups of the enemy at once.

This build mainly combines skills from two branches: rift mage and underworld. The second has excellent abilities that cause large area damage, and the first can “boast” of having a spell that pulls all enemies to one place.

But do not forget that in Dragon Age: Inquisition you can meet monsters and people who are resistant to fire attacks, so you should open the barrier and ice grip. Most spells act at a great distance from the target, so taking a step into the shadow is not necessary.

The basic combination will look like this: cast abyssal attraction, pulling all enemies in one place, then hit them with a stone fist and a curtain strike to weaken them and knock them to the ground, then put a fire mine and use a sacrifice. Only bosses usually survive this attack.

Skills used

Branch “Underworld” - here we take sacrifice, flash, flashpoint, oncoming fell, pyromancy, fire mine and fire wall. We have already looked at some of the spells earlier, and therefore we will not talk about them again. We just note that, as with the necromancer, some skills can be gotten rid of at later levels. Decide for yourself what you don't need, but we recommend removing the flash.

If we talk about spells that have not yet been considered, then flashpoint is a good “passive” that can immediately restore an already used ability after your mage inflicts a critical hit on the enemy. On initial stages there will be little benefit from it, since the magician rarely inflicts crits on opponents. However, then the magician’s likelihood of delivering critical hits will increase significantly, and this skill will be very useful to us. Thanks to pyromancy, the duration of burning and fear will increase by a quarter.

An oncoming attack significantly speeds up the recovery of skills. We open this “passive” as early as possible, because in this case the damage you deal per minute will increase significantly. But the most useful ability is the fire mine. It deals 1600 percent of weapon damage to opponents, and therefore can kill weak opponents in one go. But this spell does not begin to work immediately, but after a few seconds. Therefore, it should be combined with Abyss Rift or Stone Fist, which will stun enemies (keep them in one place). The wall of fire does not do much damage, but it causes fear in opponents.

“Winter” branch - we take the icy grip in order to be able to effectively fight monsters that have high resistance to flame. From the “Spirit” branch we open the barrier. This spell can protect your character from any damage for a short period of time.

The “Rupture Magician” branch - it requires all the “spells”. To open them, you will have to sacrifice several skills from the “Underworld” branch: flash and fire wall. We unlock additional skills for all spells. Veil Strike is capable of weakening enemies and causing them minor damage. Be sure to use it before casting more powerful attack spells. Thanks to the stone fist, you can force opponents to fall to the ground - this will take them out of the fight for a short time and allow you to lay a fire mine.

With the help of recharge from the veil and veil torpor, you can restore your mana and strengthen your spells, taking energy from weakened opponents. Choking Veil and Twisting Veil reduce enemies' stats and increase the damage of your magic skills. The attraction of the abyss is considered an incredibly useful ability - it pulls monsters and people to one point, and also weakens them.

Knight Mage

The basis of this build is the “Knight-Sorcerer” specialization. In its name, it is similar to the “Battle Mage” specialization, which was popular among players in the first part of the series. But at their core they are very different from each other.

In Dragon Age: Origins, the battle mage became practically a warrior, that is, he could wear heavy armor and fight with a sword rather than a staff. If we talk about the sorcerer knight, then he is an ordinary magician who is simply capable of fighting in the thick of battle and helping his allies with supporting spells.

The mage knight has good offensive skills (spiritual blade or counterstrike through the veil) and defensive skills (shadow cloak, shadow shield, knight protector). However, they achieve the greatest effectiveness when combined with the skills of the “Spirit” branch. Using an improved barrier and several “passives” you will be able to fight the enemy at close range and not die.

A spell that works on concentration is a return to life, which can completely turn the tide of the battle in your favor.

Skills used

The “Spirit” branch - in it we take the spirit of the defender, barrier, elegant protection, fortitude, revival and explosion of the mind. The barrier is notable in that it is capable of creating a special shield around the caster and his comrades, which acts as a temporary additional health bar. It disappears quickly, so you need to cast it before or during the battle. The secondary skill of this “spell” increases the speed of barrier recovery. The spirit of the defender will automatically activate the shield of a magician who has received heavy damage.

A mind explosion is a kind of push of power that allows you to throw opponents away from you and reduce their aggression towards the wizard. An excellent skill that will often save the life of your magician when fighting a group of enemies. Another useful ability is revival. By using this ability, you will instantly raise all your comrades lying on the ground to their feet. The power of spirits increases the strength of the barrier by half.

“Storm” branch - here we open chain lightning and a flurry of energy. We have already written about them in previous builds, so we will not repeat them. The “Winter” branch - we will need it in this: a step into the shadows and an icy grip. We have already described them too.

The “Knight-Sorcerer” branch - we take all the skills except the retaliatory strike through the veil. Most often you will use the soul blade and shadow cloak. The first skill allows you to create magical blades that penetrate the enemy’s armor and magical shield, causing damage directly to health. The second one surrounds the magician with a Veil and gives him invulnerability for a short period of time (two seconds). Helps to break into a group of enemies, inflict maximum damage and quickly retreat (use shadow step). Passive spells like shadow shield and knight protector increase the barrier's strength. The return to life ability, which consumes concentration, restores the health of all party members to maximum and constantly heals them for ten seconds.

Winter Defender

As you may have noticed, past builds were based on using the skills of the three specializations. However, this does not mean that in Dragon Age: Inquisition you cannot upgrade a good mage without using the skills described above. It just may be less effective in certain situations.

All healing spells have been removed from the game. The “Spirit” branch now includes spells that only support allies, but do not heal them. But with the right combination of these abilities with the skills of the “Winter” branch, you can create such strong defense from their companions, that after each battle not a single scratch would be on any of them.

Plus, you will be able to not only support your allies, but also inflict considerable damage on the enemy. To do this, you will need to use the spells blizzard and ice mine. They will be most effective against enemies vulnerable to cold.

You also cannot do without the ability to step into the shadows, which allows you to leave the battlefield and help your comrades from a safe distance. The main goal is to support satellites with the help of a barrier and revival.

Skills used

Branch “Spirit” - take a pacifying aura, barrier, elegant protection, revival, dispel, mind explosion, life preservation, spirit of the protector, invigorating barrier and strengthening explosion. Some of these skills were discussed by us earlier, and therefore we will begin the description immediately with a calming aura. This passive skill reduces the enemy's aggro, making you completely invisible to them, so they immediately switch to your companions. The dispel ability removes all negative and positive effects from enemies or allies. Thanks to the invigorating barrier, your magical shield not only protects your companions, but also increases their rate of stamina and mana recovery.

Branch “Winter” - we open the icy grip, step into the shadow, ice wall, mine and armor, winter silence, blizzard and blizzard. Some of the abilities were studied by us earlier, for this reason we will move straight to the consideration of other skills. Winter Silence speeds up the mage's mana recovery after standing still for three seconds. In a protracted battle it can be very useful. Using an ice wall, a wizard can create a large enclosure made of ice. This wall can protect the magician from enemies. The ice mine is similar in principle to the fire mine. Although it deals much less damage, it is capable of freezing an enemy, rendering him incapable of combat for a short period of time.

Ice armor reduces damage taken by half. Use in cases where your caster is surrounded by enemies. Using this skill, you can also strengthen the tank, making it practically invulnerable to enemies. But the best “spell” in the “Winter” branch is considered to be blizzard. When used, a real blizzard appears, slowing down enemies in a certain area and causing them constant damage. The secondary skill enhances the main spell, after which it not only slows down enemies, but freezes them.

Once you reach level eighteen, you will notice that you will begin to have free ability points. We recommend that you spend them on skills in any specialization that interests you.

Fury of the Elements

Even without using specialization skills in the game, you can create a powerful mage capable of inflicting monstrous damage on your enemies. This build will be useful for those players who do not like to complete absolutely all the quests in the game, but just want to go through the main storyline. The fact is that in order to obtain one or another specialization, you need to spend a lot of time completing rather complex missions.

The elemental rage build will help you in battle with almost any type of enemy, since they are all vulnerable to certain elements. But do not forget that this magician does not have any protective spells, so it would be useful to keep another wizard in the party with a pumped-up “Spirit” branch.

Another drawback of this combination of abilities is excessive monotony. In battles, you will need to constantly use the same methods and skills in the same sequence. Plus, you will have to rely on your comrades in arms (tank and support mage) all the time, since you will not be able to protect yourself on your own.

However, if you use spells correctly and don’t get into trouble, then you will be able to endure large groups enemies with just a few button presses. The main thing is to constantly monitor your health bar and keep another caster nearby.

Abilities used

“Storm” branch - open chain lightning, flurry of energy, arc burst, static charge, lightning, explosive lightning, storm atmosphere, storm petrel and static cage. We've already talked about many of these spells, so let's jump straight into looking at static charge. It sends a paralyzing electric charge to an enemy who is not attacking you. This will give you time to get out of his sight and set the tank on him. A thunderous atmosphere will speed up the use of abilities. The static cage allows you to stun enemies in a small area.

The “Underworld” branch - in it you need to take a flash, pyromancy, sacrifice, fire mine and flashpoint. We have already talked about all these skills earlier. Branch “Winter” - take winter silence, icy grip, wall and armor, as well as blizzard.

The sorcerer knight class begins at... the beginning. Or rather, in DA-beginning. There it was a very mediocre subclass with a very vague purpose, the only advantage of which was the ability to transfer large quantity damage thanks to the ability to put on massive armor and include several passives.

In DA-I this class was completely reborn. Now this is an extremely powerful AoE damage dealer with practically invulnerable defense, which you don’t even need to think about too much - just hit, and interesting skills for close combat, making it possible to play “on the rush”. I don’t know who the sorcerer knights are supposed to protect there - I didn’t see any buffs at the party other than the skill for concentration, although in all the descriptions they talk about it, but in a solo on a nightmare, sawing up some thread of a dragon without eating a single drug bottle - this is please.

Skills

When leveling up this class in full force we need 18 points. That is, while searching for amulets with points along the way, by level fourteen or fifteen the character will begin to strengthen simply “to the heap”. We will not fanatically dive into the branches, pumping them out completely - why?

Knight-Sorcerer: get a manual imba.


Knight-Sorcerer: get a manual imba.

First, I recommend taking a flurry of energy - this is one of the main skills, 12 projectiles of 66% of the damage with a staff - as much as 792%, some bullets really fly away, I don’t know where, no matter what. Later we further enhance it with radiation, which reduces the resistance to the elements by a total of 24%. I don’t recommend taking the DLC ability to buff damage - even if there is only one target, a couple of bullets will fly into it.

Chain Lightning is the next most important skill. Good damage for several hits, a convenient element and no restrictions on the range to the first target - it’s pretty damn hot! It hits two separate opponents best. We increase the number of hits - the buff from the dlc is again nothing.

Knight-Sorcerer: get a manual imba.


Knight-Sorcerer: get a manual imba.

Next we go to the fire branch and take the Underworld - essentially, an explosion on a selected small circle. Again AoE, good damage, burning to a heap. I don’t see any point in spending points on strengthening, we’ll just throw it away later.

In total, we get a suitable primary set of skills for all occasions - all 3 elements are in our hands. Next, you need to take and develop a specialization branch. Well, unless those who like to leave barriers can still swing it, this is a matter of taste.

Knight-Sorcerer: get a manual imba.

Knight-Sorcerer: get a manual imba.

Take the Spiritual Blade - the last element in your pocket. After some time, you can overpower it with protection. By the way, Iron Bull approves.

Next comes Clarity in battle - we stay in the mix and the mana regenerates as it should, and not for half an hour per spell.

Shadow Shield is one of the most important abilities of the branch. We just hit the enemy, and 30% of the damage becomes our barrier. Cast a barrier skill on yourself? No, have not heard.

The shadow cloak would be okay, but boosting it with an explosion of 1000% spiritual damage upon exit is great.

Strike Back and Knight Protector are a matter of taste. In principle, both are relatively useful... The first is more high levels difficulties.

Our leveling up is completed by reaching the Fire Mine through pyromancy and the flashpoint and strengthening it with a DLC ability to place 3 mines in front of you. Epic damage, no longer required to wait for charging, and also requires staying in the mix - just what you need! You can even throw the underworld out of the panel.

Equipment

In our game, the best equipment is crafting. In crafting recipes, you need to look out for attack cells - especially skin, for the chance of crit, and support cells, again for the sake of attack, crit and crit depth.

Knight-Sorcerer: get a manual imba.

Knight-Sorcerer: get a manual imba.

The most important detail is shadow-touched materials, ideally this is silverite for 5 defense units per hit and snuffler leather for 1% HP per hit. In total, thanks to the passive of the spirit, we regenerate 30% of the damage to the barrier, 5 units of defense from silverite for 1% of HP - well, just so that we don’t touch the cans, even if by some miracle the previous two HP bars are broken through.

Knight-Sorcerer: get a manual imba.

Knight-Sorcerer: get a manual imba.

Bijou should be selected for crit, attack, skill regen and mana.

The best element for a staff, in my opinion, is fire. There are few low-susceptibility mobs, they set you on fire, and you can even hit a dragon with a blade - slower, but what the heck with it.

You will receive the quest to obtain specializations when you first get to Skyhold. You will first need to complete the “Specializations for the Inquisitor” operation on the command headquarters table. Upon completion, and no time is required to complete it, three mentors will appear in your fortress (according to the number of specializations that are available to each class). If upon arrival in Skyhold you did not have a quest added and there is no corresponding operation on the command table, then you should visit some location and return back to Skyhold. Then you should talk to each mentor and take from him an assignment to teach a particular specialization. You can complete all three quests from each teacher, but you can finally choose only one specialization. You can get an idea about each of the specializations from a conversation with your mentor, as well as by looking at the skill tree of your party members, because each of them has their own.

The Knight's Path

Taken from Lord Chance de Lyon. We collect majestic heraldic symbols in the Sacred Plain, defeating enemies here:

Veridium can be found in the same location. You can also ask Cullen to carry out a resource collection operation in the Sacred Plain at the command headquarters. A book with descriptions of the knight's techniques is either near Blackwall or bought from a seller in Val-Royeaux. Then we collect the standard on the application table next to the quartermaster and talk with Lord Chance de Lyon to finally choose a specialization.

The Ripper's Path

Taken from Tram Destroyer. We collect potions textbooks in Crestwood by defeating opponents in these locations:

Creeping Vine can be found in Sacred Plain, Emerald Graves, and Emprise du Lyon. You can also ask Leliana to carry out a resource collection operation in the Sacred Plain at the command headquarters. A book with descriptions of the ripper's techniques can be found either near the Iron Bull or bought from a seller in Val-Royeaux. Then we fulfill the last condition on the application table next to the quartermaster and talk with Tram Destroyer to finally choose a specialization.

Path of the Templar

Taken from Seurat. We collect broken templar vessels from demons in the Inner Lands.

Embryum can be found in the Hinterlands, Crestwood, and Emerald Graves. You can also ask Leliana to carry out an operation to collect resources in the Emerald Graves at the command headquarters. A book with descriptions of the templar's techniques can be found either near Cassandra or bought from a seller in Val-Royeaux. Then we prepare the potion on the application table next to the quartermaster and talk with Ser to finally choose a specialization.

Path of the Storm

This specialization is taught by Khim. We collect essence retention devices from demons in the indicated locations on the Storm Coast:


Spirit Essence is often dropped from ghosts. We look for a book with descriptions of storm techniques either in Sera’s room, or we buy it from a seller in Val-Royeaux. Then we collect a bottle of smoke on the application table next to the quartermaster and talk with Khim to finally choose a specialization.

Path of the Killer

The assassin's specialization is taught by the Heiress. Assassin's Guild Master's Badges are dropped by enemies in Crestwood in these locations:

A book with descriptions of killer techniques can be found either near Cole or bought from a seller in Val-Royeaux. The roots of death should be sought in Western limit or in the Whistling Wastes. You can also perform an operation at the command headquarters table by asking Leliana to collect herbs in the Whistling Wastes. After this, we collect the knife on the application table next to the quartermaster and talk with the Heiress to finally choose a specialization.

The mechanic's path

The task is taken from Three-Eyes. The needles of the needleback leaders are actually collected from their corpses in the Western Reach:


Obsidian can be found in the Hinterlands, Crestwood, Sacred Plain, and Emerald Graves. You can also send Cullen to collect resources in Crestwood by performing the appropriate operation on the command headquarters table. We look for a book with descriptions of mechanic techniques either near Varric, or buy it from a seller in Val-Royeaux. After this, we collect the tools on the application table next to the quartermaster and talk with Three-Eyes to finally choose a specialization.

Path of the Necromancer

Vius Anaxas teaches this specialization. We are looking for Nevarran skulls on the Storm Coast in the following areas:


Bloodstone is found in Emprise du Lyon or Emerald Graves. You can also send Cullen to collect resources in Emprise du Lyon by performing the corresponding operation on the command headquarters table. We look for a book with descriptions of the necromancer’s techniques either near Dorian, or buy it from a seller in Val-Royeaux. After that, we make a decorated skull on the application table next to the quartermaster and talk with Viuus Anaxas to finally choose a specialization.

Path of the Sorcerer Knight

The task is taken from commander Helen. Wisp Essence is dropped by ghosts in the Brown Mire in these areas:

We collect lapis lazuli in the Western Reach, the Sacred Plain and the Whistling Wastes. You can also send Cullen to collect resources in the Whistling Wastes by performing the appropriate operation on the command headquarters table. We look for a book with descriptions of the techniques of a sorcerer knight either near Vivien, or buy it from a seller in Val-Royeaux. After this, we make the hilt of the spiritual blade on the request table next to the quartermaster and talk with commander Elen to finally choose a specialization.

The Path of the Rupture Magician

Quest issues your mentor. Venatori Tomes are obtained from Venatori corpses in the Sacred Plain in these locations:


Fine Velvet also drops from Venatori in the Sacred Plain. A book describing the magic of ruptures can be found either near Solas, or by purchasing it from a seller in Val-Royeaux. After that, create a book about gaps on the request table next to the quartermaster and talk to your mentor to finally choose a specialization.

To do this you need straight hands, patience and luck! Dancing with a tambourine and using black magic!

Well, and also a character of the Mage class and the Knight-Sorcerer subclass.

This combination in the game Dragon Age: Inquisition is like a Molotov cocktail, in good hands it's just a walking cheater.

Here is a list of skills that you absolutely need to kick a dragon in Dragon Age:

Spirit Tree:

Barrier.**

Guardian Spirit.**

Power of Spirits.**

Cold:

Mana Wave.**

Knight-Sorcerer:

Spirit Blade.**

Veiled Riposte – passive, returns 20% damage.

Clarity in combat.

Shadow Shield.**

Knight Defender.**

** – skills are required for the build.

By the way, in Dragon Age: Inquisition there are as many as 11 high dragons, so you will have to tinker quite a bit.

We hope that our guide is useful to you.

Slaying dragons is a rewarding activity

Dragons are not only valuable fur, to paraphrase the old joke. From each dragon you can get dragon scales, bone and membranes. Having made all sorts of things from them, you will become an Experienced Craftsman, and this is an honorary title in Dragon Age.

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